Cinder Glade

Legality

Format Legality
Tiny Leaders Legal
Limited Legal
Frontier Legal
Vintage Legal
Modern Legal
Highlander Legal
Block Constructed Legal
Casual Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Battle for Zendikar (BFZ) Rare
Zendikar Expeditions (EXP) Mythic Rare

Combos Browse all

Cinder Glade

Land — Mountain Forest

(: Add or to your mana pool.)

Cinder Glade enters the battlefield tapped unless you control two or more basic lands.

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Cinder Glade Discussion

Mandalorian on Attack on TitanShift

2 days ago

The first upgrades should go to the mana base. That's a lot of forest for a Valakut deck, I know that you need the green sources to play the ramp spells and perhaps Fetches and Stomping Grounds are too expensive, but I would trim as many forest as possible for Cinder Glades and Sheltered Thickets to add more mountains to the deck while still being able to cast your ramp spells.

Hour of Promise is also a great ramp spell that can get the Valakuts out of the deck the way Titan can.

GeminiSpartanX on R\G land destruction

6 days ago

Hello! You commented on my deck RG Ponza, PPTQ WINNER!! the other day asking for advise, so here it goes!

Firstly, Ponza is a great deck, mostly because you can customize it to handle just about anything between good RG creatures and SB cards. Often you can use a variety of threats to win as long as your opponent can't develop their game plan in a timely manner due to your LD spells. That being said, I'm going to explain why certain builds and card choices have helped me be more competitive with the deck, and offer suggestions on how you can change your deck for a larger open meta.

The first thing I noticed in your list are the 2 MD Surgical Extractions. These slots are better as almost anything else. I know your idea is probably to use them as pseudo LD by exiling all of a certain type of fetchland from an opposing deck, but here it isn't worth the slots. Most people think that Ponza is a dedicated Land Destruction (LD) deck, but it really isn't. The LD is there simply to keep an opponent off-balance enough for you to land a large monster and beat down for the win. This is why all competitive lists run Blood Moon. Against an opponent that isn't mono-colored, Blood Moon will often slow them down enough that your huge threats can attack with impunity. So I'd look to replace the surgicals and a number of Molten Rains with a playset of Blood Moons as the first upgrade to the deck.

Once you do that, your mana needs to change. More basic forests and only 1 basic mountain along with your 8 fetches is the ideal for a Blood Moon deck. Almost every game you want a forest on turn 1 to play a mana dork or Utopia Sprawl. If you have blood moon, you want to always put your sprawl on a basic forest so it won't fall off if you play a moon and had a sprawl on a stomping ground for instance (since it wouldn't be a forest any longer). My list reflects a typical mana base for reference (although many people prefer to use 3 stomping grounds instead of 2 grounds and 1 Cinder Glade).

Now let's talk about your threats. You acknowledged that you see most lists run Stormbreath Dragon and Inferno Titan, and there is good reason for that. You want to make sure that your threats have an immediate impact on the board when you play them, or are otherwise incredibly hard to remove. Your choice of Predator Dragon isn't great since you really don't want to hamstring yourself by killing off your own mana dorks just for your opponent then Path your dragon and you've effectively 2-for-1'd or even 3-for-1'd yourself. Stormbreath Dragon's protection from white means that there are only a few commonly played removal spells in modern that are able to deal with it, and often they're not run as 4-ofs in the decks that use them (pretty much just Terminate and Dismember). A resolved Inferno Titan kills one or more of your opponent's creatures just for hitting the battlefield, or at the very least Lightning Bolts their face. I've won a few games just by getting my opponent low enough that the etb damage finished them off, or won under an Ensnaring Bridge thanks to that damage. Since you get that damage every time the titan attacks, he essentially swings in as a 9/6, with the ability to pump his attack so that often he gets in for 12 damage per attack if your opponent doesn't block. The titan is one of the fastest clocks to win the game, and affects the board in some way even if he gets removed. Other commonly good creatures in Ponza are Thragtusk and Obstinate Baloth since they gain life, have good bodies/abilities, and help shore up burn and other agro matchups.

Part 2 of your creature selection, is that you should include more big creatures to use. Right now your list only has 6 big threats to win with, and I think that number should be 10 or more. One of the ways this deck loses is by drawing too many LD spells and not finding a threat to close out the game with. Eventually your opponent will stick something and if you still haven't found a threat you'll have a tough time. I count Planeswalkers as threats, so if you look at my list I'm running 11 solid must-answer threats, with 2 Courser of Kruphix as support/card advantage slots. Some lists run Tireless Tracker in those slots, but I like how courser blocks better and gains life against agro and burn, and is naturally resistant to bolt. I also like how you don't need to sink additional mana into it to get the card advantage. To make space for the additional threats, I'd cut the remaining Molten Rains and the Boom/Busts. You don't need as high of a quantity of LD spells when you have Blood Moon, since moon often disables multiple lands at once. I recommend using a variety of threats from 3-6 converted mana cost so that you have options in games where you have trouble getting your 4th land or if your opponent kills your early mana creature. I'm testing out Carnage Tyrant myself, so that is a good one to keep in your 75 for now. If you do get the moons and make the changes to your LD spells that I suggested, then Goblin Dark-Dwellers becomes less good due to having fewer targets in most games and should be replaced with other threats.

Finally, on to your SB. You mentioned on my deck that you're still in the process of making it, which leads me to believe you may not be as familiar with what the good/bad matchups are. Affinity is a tough matchup, as is lantern control. For that reason, I would use Ancient Grudges over Destructive Revelrys. Since you're not a burn deck, the 2 damage from revelry doesn't matter as much, and being able to remove 2 artifacts with one card is great against the decks we want to beat. Mono-colored decks are also tough, with the worst being Merfolk since they present a fast clock and can disrupt our mana by putting Spreading Seas on whichever land we enchant with Utopia Sprawl. I run a single Choke in the SB just for them. Storm is also a tough matchup, so you'll need grave-hate on turns 1-2 to deal with them. Cage is good, but I like a split of both cage and Relic of Progenitus since relic is also good against Living End, which happens to be another bad matchup. Cage doesn't stop Living End decks, so I lean towards more relics for that reason. I also use a Scavenging Ooze in the SB for added utility/grave hate when I just want something for Snapcaster mage decks. Carnage Tyrant and more often Thrun, the Last Troll are used against control decks. Many people use Kitchen Finks against attrition decks like Jund or Death's Shadow, but I like Obstinate Baloth and Chameleon Colossus better since they are good main-deckable threats. I personally like Acidic Slime in the SB as a way to deal with enchantments, artifacts, and opposing large creatures (deathtouch). Any other SB slots are up to your discretion as to what you want to beat.

Well, I know I wrote a book here, but hopefully I explained some of the reasons why many lists look the way that they do. One way you could go with your list here is to make the Blood Moon change last, keeping the Molten Rains in place of them to allow you to use the dark-dwellers as threats until you make the change (since Moon just wins many games by itself). This is only if the list you currently have here is what you have irl. If you're buying cards for it, just start with the blood moon version since it's more viable in larger events. Good luck with Ponza!

hwagner on Wanna play Titanshift??

1 week ago

As we all know, I switch decks soo much in modern. Now, Im looking for tron. Preferably GB or GR tron.

Anyone want to trade my Titanshift deck for your tron deck? Of course value either way would have to be compensated for, but it would be much cheaper for both of us in the end! (compared to trading to a store)

A little about card conditions and stuff. All cards are NM-LP. 3 of the 4 Stomping Grounds are signed by Rob Alexander. The editions in the decklist are correct and 1 of the Cinder Glades is Japanese. All other cards are English.

I'm willing to entertain other offers!

Pieguy396 on Sarkhan's Dragons

1 week ago

Hey there! Cool Dragon deck you have here! I have some comments for you:

  • First of all, your mana base looks a little low on lands. I would recommend going up to around 24 lands or so. Also, if you have the money, I would recommend investing in some dual-lands that enter the battlefield untapped sometimes, like Rootbound Crag, Cinder Glade, or Karplusan Forest. This isn't necessary by any means, though, so feel free to just add a couple basics and move on with your life :)
  • As I mentioned earlier, I would recommend cutting most of your 1-ofs. I would recommend picking 1-3 really powerful dragons, and running 2-3 copies of each, rather than 1-2 copies of 9 different dragons. Here are the ones I would cut: Archwing Dragon, Destructor Dragon, Harbinger of the Hunt, Hunted Dragon, Lightning Shrieker, and Siege Dragon.
  • I would instead run 2 Atarka, World Render, 3 Foe-Razer Regent, and 3 Savage Ventmaw.
  • Thunderbreak Regent is an amazing card here. 4 mana for a 4/4 flying dragon with upside is fantastic.
  • Elvish Mystic is probably better ramp than Voyaging Satyr, so I would replace the 4 Satyrs with 3 Mystics. If you really want the access to red mana, and you decide to go with Cinder Glades as your additional nonbasics, Arbor Elf is also an option (Cinder Glade is technically a Forest).
  • Overgrowth is also probably better than Greenweaver Druid, because the Druid is so fragile. A 1/1 will die to any removal spell, while an enchantment will just sit around on your land making you mana.
  • While this may not be easy to understand, Crucible of Fire doesn't really do much. If you have three or four dragons being pumped by it, you're probably winning already. This is what we call a "win-more" card, and you can read more about why they're not great for your deck here if you'd like.
  • Dragon Tempest, on the other hand, is really good here. It should be your primary source of removal, so I'd replace the three Bathe in Dragonfires with Dragon Tempests, flavorful though they may be.
  • Guild Feud and Ulvenwald Tracker also don't do a lot. Sure, the Tracker is good removal, but you have better removal. Guild Feud lets you get dragons out, but you can already get dragons out for 6 mana. I'd cut both of them.

If you make all of these changes, your deck might look a little something like this: Sarkhan's Dragons 2.0. I'll be sure to leave it up for at least a couple weeks if you'd like.

I'm a huge fan of green/red ramp-style decks, so it's always fun for me to see a new Dragon player out there :)

In any case, good luck!

sylvannos on Help with what to add ...

1 week ago

Deck link:



Yeah, you definitely need more 4-ofs, especially mana ramp. 4 Lightning Bolts is probably the most obvious thing to add in after that.

I'd also suggest Stormbreath Dragon, Thunderbreak Regent, and Thundermaw Hellkite. 4 of each (if you can) will go a long way.

You might also want to lower the mana costs on your mana ramp. Llanowar Elves is good, and you have that. Search for Tomorrow, Sakura-Tribe Elder, and Arbor Elf + Utopia Sprawl/Fertile Ground/Overgrowth can go a long way as well. Arbor Elf also works in conjunction with Cinder Glade and Stomping Ground.

I've been thinking about R/G Dragons for a while now, just been waiting on the prices of some cards to come down. I think if you're on an unlimited budget, the list to play is something like:

1x Cinder Glade
9x Forest
1x Kessig Wolf Run
3x Mountain
1x Red fetchland
4x Stomping Ground
4x Wooded Foothills
-------------------------------------------
23 Lands

4x Stormbreath Dragon
4x Thunderbreak Regent
4x Thundermaw Hellkite
-------------------------------------------
12 Creatures

4x Anger of the Gods
4x Pyroclasm
4x Search for Tomorrow
3x Blood Moon
4x Utopia Sprawl
1x Chandra, Flamecaller
1x Garruk, Primal Hunter / green planeswalker
4x Lightning Bolt
-------------------------------------------
25 Other Spells

1x Blood Moon
2x Choke
1x Crumble to Dust
3x Destructive Revelry
1x Molten Rain
3x Obstinate Baloth
1x Shatterstorm
2x Thragtusk
1x Thrun, the Last Troll
-------------------------------------------
15 Sideboard Cards

You spend the first couple of turns ramping up and board wiping your opponents' threats, then finish them off with hasty dragons that are hard to remove.

DarkHamlet on Why not Hydras?

2 weeks ago

You may considerate take out Domri Rade 'cause the deck hasn't enought creatures.

A little suggestion:

-2 Cinder Glade, +2 Wooded Foothills, for improve untapped lands.

-2 Mutagenic Growth, +2 Vines of Vastwood, for better protection.

-2 Mountain, -2 Blossoming Defense, +4 Narnam Renegade, for early defense.

Move Mistcutter Hydra to Sideboard.

Good cards to considerate:

Raging Ravine, Llanowar Reborn, Rogue's Passage, Mold Adder, Young Wolf, Hardened Scales, Fog, Lightning Greaves

Byebye! :D

Reverie42 on Some kind of dragon deck

3 weeks ago

I've found haste enablers to be incredibly good for this deck. Temur Ascendancy is great in this deck, and it's probably worth having Swiftfoot Boots as well.

Since you have Farseek, adding Krosan Verge and some number of BfZ duals (Canopy Vista, Cinder Glade, etc) can really help with mana.

Thunderbreak Regent may be good depending on your meta. If you have to deal with any repeatable bounce/flicker effects, it can be really powerful. I don't know if there are other C17 precons in your meta, but both Wizards and Vampires have single-target effects that Regent can punish.

I like Unburial Rites. It's usually cheaper than whatever you're reanimating, and in games where you play Scion of the Ur-Dragon, it also lets you reanimate whatever you tutor to the graveyard.

Two non-budget options just in case. Chromatic Lantern is probably the best fixing you can get. Sarkhan Unbroken can just win the game on the spot by fetching Scourge of Valkas and a bunch of other dragons. Sadly, when C17 came out, his price spiked by $10, so he's a lot less budget friendly than before.

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